Oh no.
I'll be honest. While developing this portfolio, I prioritized the exciting and creative aspects and neglected the functionality on smaller screens.
Despite my oversight, I hope you won’t be deterred from exploring my portfolio on a larger screen. You can also check out my resume.
Psst, if you don’t mind viewing broken non-responsive pages, feel free to click here for a sneak peek.
Splash is a fast-paced arcade-style shooter with bouncy physics, smooth animations and vibrant colors. It has a distinct retro arcade feel. Wave mechanics, simplicity and a highscore make for a classic arcade experience where what you see is what you get – over and over again.
I had been making small games from time to time, and wanted to create a more immersive 3D experience. I developed Splash on evenings and weekends, just for fun, learning the ins and outs of game development - from design to coding, 3D modeling, animation and sound design. All of the game’s assets, animations and code were created by me in Unity, Blender and C#.
Splash was released on Steam in 2018 and has over 4 000 downloads.
Project
Indie game
My role
Everything
Game design
Game development
3D modelling
Animation
Sound design
UI design
Production
Date
2015 – 2018
Credits
Anfrando Maiola, Music
I wanted to take on a bigger challenge and create something cool. I decided to create Splash as a way to take a big development project from start to finish, go through a full game development process and learn new stuff - including 3D modelling, programming in Unity and 3D level design.
My main focus with Splash, besides learning new tech, was to explore what makes an interactive experience inherently fun. I analyzed how other games create instantly rewarding gameplay, and tinkered a lot with detals such as physics, controls and animations.
I designed running, jumping and shooting to be fun in and of itself. Smooth animations, quick responsiveness, bouncy balloons and catapulted ragdoll enemies are designed to keep players playing just for the rewarding gameplay. An upbeat 80s synth-soundtrack by Koto combined with cute sheep sounds and bouncing balloon-sounds everywhere make for an intense and fun soundscape.
Developing an indie game from start to finish is challenging, and I was determined to see the project through. So I designed the game in a way that provided me flexibility in terms of scope. This allowed me to adapt the game to my evolving interests throughout the process.
I focused on learning all required development tools and processes during the first year, following a more structured process involving game design documents, requirements and concept art. I then transitioned into a more fluid approach, rapidly prototyping and improvising as I grew more comfortable with the game. In the final phase, I worked in sprints, prioritizing rigid deadlines and a minimum viable product mindset to keep my focus on successfully launching the game.